GUI自适应屏幕
public override void GUIDraw (){
//开始缩放
//先定义一个标准屏幕大小代码按照这个分辨率写,这里屏是800*480象素,GUI矩阵再乘以新的缩放矩阵实现GUI的缩放,GUI.matrix*=scaleMatrix;
ScreenScaleUtil.BeginScreenScale ();

//GUI代码


//结束缩放
ScreenScaleUtil.EndScreenScale ();
}

ScreenScaleUtil.cs


using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public enum ScreenScaleType
{
    None,
    Center,
    Fit,
    Full
}

public static class ScreenScaleUtil
{


    static ScreenScaleUtil ()
    {
        scaleRate=1;
        scaleType = ScreenScaleType.None;
        scaleMatrix = Matrix4x4.identity;
        screenSize = new Vector2 (800, 480);
       
        ScaleType=ScreenScaleType.Fit;
       
        lstMats =new List<Matrix4x4>();
       
    }

private static Matrix4x4 scaleMatrix;
    private static ScreenScaleType scaleType;
    private static Vector2 screenSize;
    private static float scaleRate;

public static Matrix4x4 ScaleMatrix {
        get {return scaleMatrix; }
    }

public static ScreenScaleType ScaleType {
        get { return scaleType; }
        set {
            if (value != scaleType) {
               
                scaleType = value;
               
                scaleMatrix = GetScreenScaleMatrix (screenSize, scaleType,out scaleRate);
            }
        }
    }

    public static Vector2 ScreenSize {
        get { return screenSize; }
        set {
            if (value != screenSize) {
                screenSize = value;

                scaleMatrix = GetScreenScaleMatrix (screenSize, scaleType,out scaleRate);
            }
           
        }
    }
   
    public static float ScaleRate{
        get{
            return scaleRate;
        }
    }

public static void Update(){
            scaleMatrix = GetScreenScaleMatrix (screenSize, scaleType,out scaleRate);
    }

public static Matrix4x4 GetScreenScaleMatrix (Vector2 screenSize, ScreenScaleType scaleType)
    {
        float rate;
        return GetScreenScaleMatrix(screenSize,scaleType,out rate);
    }

    public static Matrix4x4 GetScreenScaleMatrix (Vector2 screenSize, ScreenScaleType scaleType,out float rate)
    {
        Matrix4x4 scaleMatrix;
              rate = 1;
       
        if (scaleType == ScreenScaleType.None) {
            scaleMatrix = Matrix4x4.identity;
           
        } else {

if ((Screen.width / (float)Screen.height) < (screenSize.x / screenSize.y)) {
               
                if (scaleType == ScreenScaleType.Fit) {
                    rate = Screen.width / screenSize.x;
                } else if (scaleType == ScreenScaleType.Full) {
                    rate = Screen.height / screenSize.y;
                }
            } else {           
                if (scaleType == ScreenScaleType.Fit) {
                    rate = Screen.height / screenSize.y;   
                } else if (scaleType == ScreenScaleType.Full) {
                    rate = Screen.width / screenSize.x;   
                }
            }
            scaleMatrix = Matrix4x4.TRS (new Vector3 ((Screen.width - screenSize.x * rate) /
2.0f, (Screen.height - screenSize.y * rate) / 2.0f, 0), Quaternion.identity, new Vector3 (rate, rate, 1));
           
        }
        return scaleMatrix;
    }
   
    private static List<Matrix4x4> lstMats;
   
    public static void BeginScreenScale(){
   
        if(lstMats.Count>0){
            return;
        }
getsavefilename       
        lstMats.Add(GUI.matrix);
        GUI.matrix*=ScaleMatrix;
       
    }
   
    public static void BeginScreenScale(ScreenScaleType scaleType ){
   
        if(lstMats.Count>0){
            return;
        }
       
        lstMats.Add(GUI.matrix);
        GUI.matrix*=GetScreenScaleMatrix(screenSize,scaleType);
       
    }


public static void EndScreenScale(){
        if(lstMats.Count<=0)
            return;
       
        GUI.matrix=lstMats[lstMats.Count-1];
       
        lstMats.RemoveAt(lstMats.Count-1);
    }

}
1 GUI汇总
function OnGUI() {
  GUI.Label(Rect(1,1,100,20),"I'm a Label"); //1
  GUI.Box(Rect(1,21,100,20),"I'm a Box"); //2
  GUI.Button(Rect(1,41,100,20),"I'm a Button"); //3
  GUI.RepeatButton(Rect(1,61,120,20),"I'm a RepeatButton"); //4
  GUI.TextField(Rect(1,81,100,20),"I'm a TextFielld"); //5
  GUI.TextArea(Rect(1,101,100,40),"I'm a TextArea,\nMultiline"); //6
  GUI.Toggle(Rect(1,141,120,20),true,"I'm a Toggle true"); //7
  GUI.Toggle(Rect(1,161,120,20),false,"I'm a Toggle false"); //8
  GUI.Toolbar(Rect(1,181,160,20),-1,["Toolbar","Tool2","Tool3"); //9
  GUI.SelectionGrid(Rect(1,201,190,20),2,["Selection","Grid","select3"],3); //10
  GUI.HorizontalSlider(Rect(1,221,180,20),3.0,0,10.0); //11
  GUI.VerticalScrollbar(Rect(1,241,20,100),3.0,1,0.0,10.0); //12
  //13
  GUI.BeginScrollView (Rect (200,10,100,100),, Rect (0, 0, 220, 200));
  GUI.Label(Rect(0,0,100,20),"I'm a Label");
  GUI.EndScrollView();
  //14
    GUI.Window(0,Rect(200,129,100,100),funcwin,"window");
}
function funcwin(windowID:int)
{
  GUI.DragWindow(Rect(0,0,10000,2000));
}
2 JS调用DLL
import System;
import System.Runtime.InteropServices;
@DllImport("user32.dll")
public static function MessageBox(Hwnd : int,text : String,Caption : String,iType : int) : int {};
function Start()
{
        MessageBox(0, "API Message Box", "Win32 API", 64) ;
}
function Update () {
}
3 物体标签
var target : Transform;  // Object that this label should follow
var offset = Vector3.up;    // Units in world space to offset; 1 unit above object by default
var clampToScreen = false;  // If true, label will be visible even if object is off screen
var clampBorderSize = .05;  // How much viewport space to leave at the borders when a label is being clamped
var useMainCamera = true;  // Use the camera tagged MainCamera
var cameraToUse : Camera;  // Only use this if useMainCamera is false
private var cam : Camera;
private var thisTransform : Transform;
private var camTransform : Transform;
function Start () {
    thisTransform = transform;
    if (useMainCamera)
        cam = Camera.main;
    else
        cam = cameraToUse;
    camTransform = ansform;
}
function Update () {
    if (clampToScreen) {
        var relativePosition = camTransform.InverseTransformPoint(target.position);
        relativePosition.z = Mathf.Max(relativePosition.z, 1.0);
        thisTransform.position = cam.WorldToViewportPoint(camTransform.TransformPoint(relativePosition + offset));
        thisTransform.position = Vector3(Mathf.Clamp(thisTransform.position.x, clampBorderSize, 1.0-clampBorderSize),
                                        Mathf.Clamp(thisTransform.position.y, clampBorderSize, 1.0-clampBorderSize),
                                        thisTransform.position.z);
    }
    else {
        thisTransform.position = cam.WorldToViewportPoint(target.position + offset);
    }
}
@script RequireComponent(GUIText)
4 unity3d读取保存xml文件
 
        import System;
  import System.Xml;
  import System.Xml.Serialization;
  import System.IO;
  import System.Text;
 
  class CeshiData{
  var Ceshi1 : String;
  var Ceshi2 : String;
  var Ceshi3 : float;
  var Ceshi4 : int;
  }
 
  class UserData
  {
  public var _iUser : CeshiData = new CeshiData();
  function UserData() { }
  }
 
  private var c1 : String;
  private var c2 : String;
  private var c3 : float;
  private var c4 : int;
  private var _FileLocation : String;

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